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doper

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You want to know the secret to making a really, really good cup of coffee? Lots of whiskey. In fact, I usually skip the coffee altogether.

Dopers can grant a variety of useful effects on demand, provided the receiver doesn't mind a bit of unpredictability in their outcomes (and the occasional detoxing session when they develop a dependency). Like pretty much everything else in this game, realism was not the primary goal here and this is not how drugs really work, but it's abstractly in the same ballpark.

Doper You have drugs.
caret-right Inhibitors Drugs for comfort.
caret-right Kickstarters Drugs for going hard.
caret-right Mindspins Drugs for acting weird.
caret-right Prosocials Drugs for making friends.
caret-right Vitalizers Drugs for healing.
Enterprises Doper School

Doper

Utility plus-circleUnlawful Chemistry: You have access to a selection of drugs which you can use yourself or share with others. Taking drugs can be done as an action and grants two randomly-selected effects, with different types of drugs granting different effects. By default you have access to the Feelgoods type, described below.

plus-circleLong-Lasting: Once you take drugs, their effects last until the exploration die check comes up 5-6 (Depletion), whereupon they wear off.

minus-circleDependency: When a drug's imbiber rolls up their two random effects and both effects are the same, they experience only that one effect and gain 1 point of Dependency on that drug type. For every point of Dependency a creature has, they must use that drug at least once per day or they will gain 1 point of Stress.

minus-circleIn Deep: Dependency can stack multiple times- if you have 3 points of Feelgoods Dependency, you must use Feelgoods three times per day and will suffer 1 Stress for every dose you miss. Different types of drug have different dependencies, and a single creature can grow dependent on multiple kinds at once.

minus-circleKick The Habit: If a dependent creature goes for a full day without taking any doses of what they're dependent on (suffering the Stress penalty as normal), they may roll a trigger die. If the result is 9+, then dependency is reduced by -1 point.

minus-circleOverdosing: If a subject takes another dose of the same type of drug before the previous one wears off, they gain one Stress for every effect they roll that they're already experiencing.

minus-circleProvisions: Roll a trigger die when taking a dose of drugs. If the result is 1-3, then doing so costs 1 Provisions. You cannot take or provide drugs to others if you have no Provisions remaining.
caret-right Alternative plus-circlePurer Sources: When any creature (including yourself) imbibes your drugs, they may roll three times on that drug's effects chart and choose whichever two results they would prefer.

minus-circlePricier: Getting a choice of rolls on the effects chart costs Provisions on a roll of 1-6 instead of 1-3.
Utility plus-circleFeelgoods: Drugs that help their users deal with Stress. Every time somebody takes Feelgoods, roll on this chart twice for their effect:

1-2: Blissful Oblivion. Pass out unconscious until the end of the current exploration turn.
3-4: Channeled Unease. If the imbiber cracks from gaining Stress, they may roll on the Cracks table twice and pick whichever result they like better.
5-6: Quick Relief. Reduce current Stress by 2. Stress removed by this effect does not return after the dose wears off; it's just gone.
7-8: Future Me's Problem. Reduce effective Stress to 0. All Stress removed by this effect will re-appear after the dose wears off.
9-10: Keep on Truckin'. Until the dose wears off, every time the imbiber would gain a point of Stress they may roll a trigger die. If the result is 7+, they completely negate that point of Stress and do not increase their Stress total or have to roll for a Crack.
11-12: Quiet Moments. At the end of every exploration turn in which the imbiber did not gain any Stress, they lose 1 Stress.
Social plus-circleEye for Tells: You always know when another creature is on drugs, and what kind of drugs they are.
  • Immunity to stress death
  • take an allys stress point for them
  • cant crack the same way twice while high
  • total relaxation: gross involuntary bodily functions

Inhibitors

Utility plus-circleAnesthetics: Drugs that slow or suppress their users in useful ways. Every time somebody takes Inhibitors, roll on this chart twice for their effect:

1-2: Totally Numb. The referee keeps track of the imbiber's Flesh/Energy/Attention. The imbiber knows when they get hit, but doesn't know how hard or exactly how hurt they are at any given time.
3-4: It's All Good. Once per round, the imbiber can reroll a check to remove any standard condition and take the better result. Elemental and universal conditions are unaffected.
5-6: Terminator. All fatal blows leave imbiber with 1 Flesh remaining. Delay all death & dismemberment rolls until dose wears off, then do them all at once.
7-8: Deadened Pain. Imbiber's combat ratings (Melee, Remote, Whelm) are treated as +2 points higher for purposes of resisting damage only. Outgoing damage is unaffected.
9-10: Hearty AF. Gain +1 Flesh/Energy/Attention above normal maximum.
11-12: I Feel Fine. Ignore the effects of all injuries. Injuries are not removed.
  • Slowed metabolism: ignore one damage-causing condition? Or multiple conditions from a list, ignore max 1/round
  • can hold totally still, hold breath for hella long?
  • delay damage 1/turn
  • torpor: cannot regain energy this e.turn

Kickstarters

Utility plus-circleStimulants: Drugs that energize and excite their users. Every time somebody takes Kickstarters, roll on this chart twice for their effect:

1-2: Scatterbrain. Imbiber loses all Attention and cannot regain Attention by any means.
3-4: Insomnia. Imbiber won't need to sleep for the next few days. They'll crash pretty hard afterward, though.
5-6: Amped Up. Take a bonus action for free during their turn (once per exploration turn).
7-8: Can't Wait. Can take actions during the enemy phase as interruptions to whatever the enemies are doing. Doing so means 1 less action on their next turn, can be done a maximum of twice per round.
9-10: Tear Shit Up. Deal +2 damage with all weapon attacks.
11-12: Hyper. Regain 1 point of Energy at the end of each turn.
  • Spurred: when you take damage, roll next attack die twice and take better result
  • Move 2m at beginning of each turn for free, cannot abstain from such

Mindspins

Utility plus-circleHallucinogens: Drugs that alter their users' perceptions. Every time somebody takes Mindspins, roll on this chart twice for their effect:

1-2: Delusions. Imbiber has full-blown hallucinations. When the referee describes what they see, they describe it accurately but change: 1-4: an adjective (what something looks like), 5-8: a verb (what is happening), 9+: a noun (who or what is present).
3-4: Overlooked Windfall. Imbiber finds 1 point of Provisions, Supplies, or Mojo (their choice). No matter how closely they're watched, it's impossible to tell just where they got it from.
5-6: Bizarre Movements. All attacks directed at the imbiber have a failure chance of 3.
7-8: Time Distortion. Imbiber can spend an action to bank it for later. At any later point during their turn, they can spend a banked action to gain a free action of their choice. Maximum 1 banked action at a time. Banked actions disappear at the beginning of each new exploration turn.
9-10: Uncanny Perception. Imbiber knows when they're being watched with perfect accuracy, but not necessarily by whom or from what direction.
11-12: Weird Insight. Imbiber can ask any yes/no question, and the referee will answer them accurately.
  • Gain xp
  • bypass one door or mechanism
  • ignore concealment for one creature at a time, pick at beginning of each turn
  • can undo a single action/round- turns out you only thought about doing it. No consequences, but you dont get the action used backk

Prosocials

Utility plus-circleEmpathogens: Drugs that make their users confident and socially deft. Every time somebody takes Prosocials, roll on this chart twice for their effect:

1-2: Oversharing. Imbiber cannot shut up. If they have any secrets, they will share them with everybody they meet. Sneaking and trickery are impossible.
3-4: Aphrodisiacs. Imbiber's libido surges. If they get a chance to act on it with a consenting partner or partners, everybody involved will have a fantastic time guaranteed. They're not out of control or anything though.
5-6: Likeability. All creatures have their attitude adjusted +1 step in favor of the imbiber (Hostile → Confrontational → Suspicious → Neutral → Curious → Polite → Welcoming.)
7-8: Empathetic Communication. Imbiber can easily communicate basic concepts with others who do not share a language, even animals or other non-sapient creatures incapable of language.
9-10: Warm Hugs. Imbiber cannot attack or be attacked by any creature that they have inflicted the Grabbed condition to or who has inflicted the Grabbed condition to them for as long as the condition lasts.
11-12: Intent Reading. If imbiber can see a creature clearly, they know how that creature is feeling and (broadly) what it intends to do in the near future.
  • Soothing voice- can put others to sleep if they dont feel threatened
  • new friend- become friends with somebody random you meet
  • get invited into anybodys home by showing up
  • cannot make attacks or offensive actions at all
  • attention grabber- target must face you
  • interruptor, can make anybody forget what they eere about to do or say
  • swap places with any adjacent creature as free action 1/turn

Vitalizers

Utility plus-circleMedicines: Drugs that enhance their imbiber's healing abilities. Every time somebody takes Vitalizers, roll on this chart twice for their effect:

1-2: So Hungry. Imbiber must roll a trigger die every exploration turn until the dose wears off. If the result is 1-4, they must consume 1 Provisions or gain 1 Stress.
3-4: Regrown Wrong. Imbiber gains a random mutation that wears off when the drug does.
5-6: Cleanse. Once per round, the imbiber can reroll a check to remove any elemental condition and take the better result. Standard and universal conditions are unaffected.
7-8: Fleshknit. Imbiber regains 1 lost point of Flesh. This doesn't go away when the drug wears off but cannot exceed the imbiber's normal maximum, either.
9-10: Detox. Imbiber loses 1 point of drug dependency.
11-12: Revival. If imbiber dies before the drug wears off, they live and take an injury instead. Can only happen once per dose.
  • Recovery free action 1/explturn
  • can ignore 1 drug effect of choice per dose
  • Remove nonpermanent injury

Enterprises

Doper School The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each.
doper.1595415295.txt.gz · Last modified: 2020/07/22 04:54 by kyle